I like that there is different output for each reach so you don't know what to expect and the little explanation in the beginning on how to play the game was helpful.
I'm a huge fan of the system of this, I think the random events are super well incorporated, and the golden age win condition reminds me of other empire-building games like 7 wonders :) overall a really nice, board-game-y strategy vibe, I had a lovely time playing this! I would love to see how you could expand on it in your own time if you were interested, I really am curious how it would look with more time & content!!
Great work on this. There was one moment when I saw an error dialogue - on the screen where I'm able to select the size of the feast. I am also curious how to lose... maybe I have to keep playing?
I really enjoyed how GSP1 blends resource management with meaningful choices.It feels engaging and thoughtful. The randomized events after each decision make every run feel fresh and exciting. Overall, it’s a fun and replayable experience!
The resource management makes this game very compelling. I like also that you've incorporated randomized events after every choice. However, I think there's a certain lack of clarity with some of the events and the win condition. You only list in the beginning how to win and not how to lose. I found myself winning seemingly at random, after a few runs I still can't even say for sure what the win condition was. You also neglected to list the player's stats during events that changed your stats, or worse, when the player was confronted with an impactful decision. This can lead to some hard decision making, and I think unless the player has a good grasp of what their resources are like, they'll almost always choose to opt out of events like this. I think it also might be to your advantage to balance out some of the stat distribution with events and actions more to make it so that there is more at stake for the player. It wasn't ever really hard for me to survive even when my stats were low. But I do love the choice you present the player with and the things you throw at them to keep the tension. This game feels genuinely fun to play and there's a lot of replayability with events being shuffled and stats leading to different endings.
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I love the replayability of this. I think the points system really makes the user think about their choices
I like that there is different output for each reach so you don't know what to expect and the little explanation in the beginning on how to play the game was helpful.
I'm a huge fan of the system of this, I think the random events are super well incorporated, and the golden age win condition reminds me of other empire-building games like 7 wonders :) overall a really nice, board-game-y strategy vibe, I had a lovely time playing this! I would love to see how you could expand on it in your own time if you were interested, I really am curious how it would look with more time & content!!
Great work on this. There was one moment when I saw an error dialogue - on the screen where I'm able to select the size of the feast. I am also curious how to lose... maybe I have to keep playing?
There has a 4 lose way, If one of the resource be 0, game will end
and then for winning, there has 2 winning way, one is reached army and people to 90 or something, and other way is reached food and gold reached to 90
I really enjoyed how GSP1 blends resource management with meaningful choices.It feels engaging and thoughtful. The randomized events after each decision make every run feel fresh and exciting. Overall, it’s a fun and replayable experience!
The resource management makes this game very compelling. I like also that you've incorporated randomized events after every choice. However, I think there's a certain lack of clarity with some of the events and the win condition. You only list in the beginning how to win and not how to lose. I found myself winning seemingly at random, after a few runs I still can't even say for sure what the win condition was. You also neglected to list the player's stats during events that changed your stats, or worse, when the player was confronted with an impactful decision. This can lead to some hard decision making, and I think unless the player has a good grasp of what their resources are like, they'll almost always choose to opt out of events like this. I think it also might be to your advantage to balance out some of the stat distribution with events and actions more to make it so that there is more at stake for the player. It wasn't ever really hard for me to survive even when my stats were low. But I do love the choice you present the player with and the things you throw at them to keep the tension. This game feels genuinely fun to play and there's a lot of replayability with events being shuffled and stats leading to different endings.
Nice design on variables; however, the first time, it always gives the same result after clicking on one option.